Browse > Article
http://dx.doi.org/10.9717/kmms.2016.19.8.1626

Longitudinal Analysis of Young Adolescents' Game Motivation Needs and Loneliness applied Latent Growth Cause-and-Effect Models  

Lee, Hye Rim (Dept. of Digital Culture and Contents, Graduate School, Konkuk University)
Publication Information
Abstract
This study examines whether online game motivation, with social and expedition needs, are associated with the degree of loneliness among young adolescents. Using data from a survey of 2014 elementary-, middle- and high-school students in South Korea, a three-wave online survey was conducted to collect data from online players. Two latent growth cause-and-effect models were developed to test whether online game motivation influences degree of loneliness. Results showed that both social and expedition needs are positively associated with loneliness. This study contributes to the knowledge of the underlying needs for a player with loneliness and also highlights the social and expedition needs as potential therapeutic factors.
Keywords
Loneliness; Game Motivation; Social Needs; Expedition Needs; Longitudinal Analysis;
Citations & Related Records
Times Cited By KSCI : 2  (Citation Analysis)
연도 인용수 순위
1 S. Knobloch-Westerwick, Mood Management: Theory, Evidence, and Advancements, Psychology of entertainment (pp. 239-254), Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers, xvi, 2006.
2 T. Hartmann and P. Vorderer, "It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games," Journal of Communication, Vol. 60, pp. 94-119, 2010.   DOI
3 J.J. Gross, "The Emerging Field of Emotion Regulation: an Integrative Review," Review of General Psychology, Vol. 2, No. 3, pp. 271-299, 1998.   DOI
4 M. Martončik and J. Lokša, "Do World of Warcraft (MMORPG) Players Experience Less Loneliness and Social Anxiety in Online World Virtual Environment than in Real World Offline?," Computers in Human Behavior, Vol. 56, pp. 127-134, 2016.   DOI
5 A.A. Raney, J.K. Smith, and K. Baker, Adolescents and the Appeal of Video Games, Erlbaum: Mahwah, NJ, 2006.
6 N. Yee, "Motivations for Play in Online Games," CyberPsychology and Behavior, Vol. 9, pp. 772-775, 2006.   DOI
7 S.J. Karau and K.D. Williams, "The Effects of Group Cohesiveness on Social Loafing and Social Compensation," Group Dynamics: Theory, Research, and Practice, Vol. 1, No. 2, pp. 156-168, 1997.   DOI
8 T.E. Ruggiero, "Uses and Gratifications Theory in the 21st Century," Mass Communication and Society, Vol. 31, No. 1, pp. 3-37, 2000.   DOI
9 P. Vorderer, "What's Next? Remarks on the Current Vitalization of Entertainment Theory," Journal of Media Psychology: Theories, Methods, and Applications, Vol 23, No. 1, pp. 60-63, 2011.   DOI
10 H. Cole and M.D. Griffiths, "Social Interactions in Massively Multiplayer Online Role-playing Gamers," CyberPsychology and Behavior, Vol. 10, No. 4, pp. 575-583, 2007.   DOI
11 A.C. Uruk and A. Demir, "The Role of Peers and Families in Predicting the Loneliness Level of Adolescents," The Journal of Psychology, Vol. 137, No. 2, pp. 179-193, 2003.   DOI
12 P.L. Antognoli-Toland, "Adolescent Loneliness: Testing a Predictive Model," Journal of Theory Construction and Testing, Vol. 4, No. 1, pp. 7, 2000.
13 D. Russell, L.A. Peplau, and M.L. Ferguson, "Developing a Measure of Loneliness," Journal of Personality Assessment, Vol. 42, No. 3, pp. 290-294, 1978.   DOI
14 C. Segrin and T. Kinney, "Social Skills Deficits among the Socially Anxious: Rejection from Others and Loneliness," Motivation and Emotion, Vol. 19, No. 1, pp. 1-24, 1995.   DOI
15 J.T. Cacioppo, G.G. Berntson, W.B. Malarkey, J.K. Kiecolt‐Glaser, J.F. Sheridan, K.M. Poehlmann, and R. Glaser, "Autonomic, Neuroendocrine, and Immune Responses to Psychological Stress: The Reactivity Hypothesisa," Annals of the New York Academy of Sciences, Vol. 840, No. 1, pp. 664-673, 1998.   DOI
16 L. Reinecke, "Games and Recovery: The Use of Video and Computer Games to Recuperate from Stress and Strain," Journal of Media Psychology, Vol. 21, No. 3, pp. 126-142, 2009.   DOI
17 J. Molen and W. Jongbloed, "Free Online Games: An Exploratory Uses and Gratifications Study of Free Games on the Internet," Proceeding of the 57th Annual Conference of the International Communication Association, pp. 1-24, 2007.
18 J. Colwell, "Needs Met through Computer Game Play among Adolescents," Personality and Individual Differences, Vol. 43, No. 8, pp. 2072-2082, 2007.   DOI
19 K.J. Preacher, A.L. Wichman, R.C. Mac-Callum, N.E. Briggs, Latent Growth Curve Modeling, Thousand Oaks, CA: Sage, 2008.
20 T.S. Hartshorne, "Psychometric Properties and Confirmatory Factor Analysis of the UCLA Loneliness Scale," Journal of Personality Assessment, Vol. 61, No. 1, pp. 182-195, 1993.   DOI
21 H.R. Lee and E.J. Jeong, "An Overview of Using Serious Games for the Effective Development in Health and Medicine," Journal of Korea Game Society, Vol. 13, No. 4, pp. 73-90, 2013.   DOI
22 J.M. Parsons, An Examination of Massively Multiplayer Online Role-playing Games as a Facilitator of Internet Addiction, Doctor's Dissertation of Iowa University, 2005.
23 M. Lasgaard, L. Goossens, and A. Elklit, "Loneliness, Depressive Symptomatology, and Suicide Ideation in Adolescence: Cross-sectional and Longitudinal Analyses," Journal of Abnormal Child Psychology, Vol. 39, No. 1, pp. 137-150, 2011.   DOI
24 C. Segrin, Interpersonal Communication Problems Associated with Depression and Loneliness, Handbook of Communication and Emotion: Research, Theory, Applications, and Contexts, CA: Academic Press, San Diego, 1998.
25 J.T. Cacioppo, L.C. Hawkley, L.E. Crawford, J.M. Ernst, M.H. Burleson, R.B. Kowalewski, et al., "Loneliness and Health: Potential Mechanisms," Psychosomatic Medicine, Vol. 64, No.3, pp. 407-417, 2002.   DOI
26 E.A. Storch, M.R. Brassard, and C.L. Masia-Warner, "The Relationship of Peer Victimization to Social Anxiety and Loneliness in Adolescence," Child Study Journal, Vol. 33, No. 1, pp. 1-19, 2003.
27 Statistics Korea 2015, Adolescents Statistics, Seoul, Statistics Korea, 2015.
28 H.R. Lee and E.J. Jeong, "The Influence of Players' Self-Esteem, Game-Efficacy, and Social Capital on Life Satisfaction Focused on Hedonic and Eudaimonic Happiness," Journal of Korea Multimedia Society, Vol. 18, No. 9, pp. 1118-1130, 2015.   DOI
29 L. Leung, "Loneliness, Social Support, and Preference for Online Social Interaction: the Mediating Effects of Identity Experimentation Online among Children and Adolescents," Chinese Journal of Communication, Vol. 4, No. 4, pp. 381-399, 2011.   DOI
30 K.Y. McKenna, A.S. Green, and M.E. Gleason, "Relationship Formation on the Internet: What's the Big Attraction?," Journal of Social Issues, Vol. 58, No. 1, pp. 9-31, 2002.   DOI